Enabling communication between users surfing the same web page

ABSTRACT

A web page is YACHNEE™ enabled by providing an icon on the page which allows actuation upon being clicked. The user is then able to design a character to represent him on the screen. He also sees characters on screen representing other users, which characters have been designed by the users. A user may move his character all over the screen by dragging it with his mouse and may rotate it towards or away from other characters. The characters may speak to each other, either through a voice communication or typing, in which case the text appears in a bubble (cartoon fashion). A user may change the appearance of a character to reflect an emotion (e.g. anger) and he may invite other characters to a private chat. When a user leaves the web page, the corresponding character disappears from all other users&#39; screens. Communication among users viewing the same web page is facilitated without the need for any program or plug-in other than what is standard in a web browser. Additionally, such features as the automatic generation and de-activation of chat-rooms are possible, which in previous applications are pre-defined and independent of the presence of users.

FIELD OF THE INVENTION

The present invention relates generally to a method for enabling chatand other forms of communication between web surfers visiting the sameweb page, whether from a computer, a phone or a PDA. This allows for theexchange of opinions and information among such users, which may bepresumed to be interested in this exchange by the mere fact that theyare on the same web page at the same time. The invention can also beused to match people with similar interests.

BACKGROUND OF THE INVENTION

Just as computer networks have gained widespread use in business, theInternet (one example of a computer network) has gained widespread usein virtually every aspect of our lives. The Internet is a vast computernetwork conforming generally to a client-server architecture. Thenetwork includes a plurality of interconnected servers (computers)configured to store, transmit, and receive computer information, and tobe accessed by client computers. Designated servers host one or more“web sites” accessible electronically through an Internet accessprovider. A unique address path or Uniform Resource Locator (URL)identifies individual web sites or pages within a web site. Internetusers on client computers, utilizing software on a computer (“clientsoftware”), may access a particular web site merely by selecting theparticular URL. The computers connected to the Internet may range frommainframes to cellular telephones, and they may operate over everyconceivable communication medium.

An important aspect of the Internet is the World Wide Web (WWW), acollection of specialized servers on the Internet that recognize theHypertext Transfer Protocol (HTTP). HTTP enables access to a widevariety of server files, or “content” using a standard language known asHypertext Markup Language (HTML). The files may be formatted with HTMLto include graphics, sound, text files and multi-media objects, amongothers.

Most users connect to the Internet (or “surf the net”) through apersonal computer running an operating system with a graphic userinterface (GUI), such as one of the Windows® operating systems. A usercommunicates over the Internet using a program, called a “browser”, asthe client software on his computer. The two most popular browsers areInternet Explorer and Netscape, although many other browsers are incommon use. The browser typically receives HTML files and displays“pages”, which may play sound and exhibit text, graphics and video.

Users of the Internet are therefore quite familiar with the browser as avehicle for surfing the Intemet, but those skilled in the art willappreciate that browsers are not limited to use on the Internet, but arenow widely used for general communication on networks, includingintranets.

Various programming languages, such as JavaScript, are also availablewhich permit executable code to be embedded in an HTML file and to runwhen a browser presents the file to the user, thereby performing usefultasks. Additionally, various plug-ins have been developed to extend andexpand the capabilities of browsers. Such plug-ins are programs and/orlibraries that are used to interpret and execute code that wouldotherwise be unreadable by the browsers.

Among the plethora of services and tools that were made possible by theInternet and were inconceivable only a few years ago are not only theWorld Wide Web, but Internet chat. The web contains an ever-growingnumber of hyperlinked documents addressing all conceivable areas ofhuman knowledge, however s pecific. Chat is a real-time exchange ofshort text messages, files and graphics among users logged onto the sameserver. Chat is usually done through either a dedicated chat program orthrough specialty web pages.

A third type of popular Internet service, called a forum or bulletinboard, allows users to gather for discussions and to exchangeexperiences and opinions regarding a specific subject. The maindifference between chats and forums, is the latency between messages: inforums, instead of conversing in real time, users post messages, whichare in turn replied to by other users at a later time. The advantage offorums is that users can interact even when they are not available atthe same time. Information is accumulated through time, and discussionscan build up regardless of the availability of the participants.

The potential of the Internet to connect people with similar interestsis key to its success, yet the vast scope of human knowledge makes thematching of these interests a formidable task. On observation of theexpanse of the worldwide web (WWW), it is clear that there are millionsof locations that are visited by users and millions of users accessingthose sites. This creates a logistically complex scenario when it comesto matching people.

Understanding this, it becomes clear that it would be useful anddesirable to enable users visiting the same web page to communicate witheach other. This capability would allow a connection among those personsthat share an interest in the topic discussed in such web page, avoidingthe need for research into other venues, like forums and discussiongroups.

Enabling the connection of users visiting the same web page would createin situ, spontaneous and time sensitive chat rooms, potentially savingmillions of users time that otherwise would be spent doing furtherresearch, as well as clearing issues that may not otherwise receiveadequate attention.

Several companies have released products aimed at solving this problem,most notably Gooey™. Gooey™ is a plug-in type program that, after beingdownloaded and installed, allows for the real time interaction of usersvisiting the same web page, as long as they have the plug-in installedand active. The problem with this approach resides in the need for theplug-in, as well as the need to keep it current with all the available,ever changing operating systems and browsers. As so many failed businessmodels have proven, technology needs to be transparent to the end userin order to be useful on a massive scale.

The present invention, hereafter referred to as YACHNEE™, facilitatescommunication among users viewing the same web page without the need forany program or plug-in other than what is standard in a web browser.Additionally, the invention includes such novel features as theautomatic generation and de-activation of chat-rooms, which in previousapplications are pre-defined and independent of the presence of users.

U.S. Patent Application Publication No. US-2002-0052785-A1 andInternational Publication No. WO 02/21238 A2, the complete contents ofwhich are incorporated herein by reference, disclose a method forintroducing to the computer screen of a running program an animatedmultimedia character that appears on the screen in an intrusive way attimes which, to the user, are unpredictable. The character can move overthe entire screen and was preferably in the top layer of the display ofthe browser program, so as not to be covered up by any window or object.It can also provide sound, including speech, music and sound effects.

The present invention expands this concept. In accordance with apreferred embodiment, a web page is YACHNEE™ enabled by providing anicon on the page, which allows YACHNEE™ actuation upon being clicked.The user is then able to design a character to represent him on thescreen, or use a standard avatar. He also sees characters on screenrepresenting other users, which characters have been designed by theusers. A user may move his character all over the screen by dragging itwith his mouse and may rotate it towards or away from other characters.The characters may speak to each other, either through a voicecommunication or typing, in which case the text appears in a bubble(cartoon fashion) or otherwise. A user may change the appearance of acharacter to reflect an emotion (e.g. anger) and he may invite othercharacters to a private chat. When a user leaves the web page, thecorresponding character disappears from all other users' screens. If allusers leave a chat, it is closed.

The metaphor used by the preferred embodiment to represent users'characters is that of an avatar. Avatars are anthropomorphic figuresrepresenting users which, in accordance with the present invention,inhabit a transparent layer or layers in front of the content of thepage, which creates an effective chat room. Users can choose theappearance of their avatars, express different emotions with them, walkand interact with other avatars, and many other pre-defined actions.Avatars may display text (i.e.: inside cartoon-like bubbles) or speak invoices, either streaming sound generated by the client or the server, orgenerated by a local synthesizer.

YACHNEE™ permits a new level of personal interaction on a web page andthe following, among other uses:

Chat or other group activities among Internet surfers visiting the sameweb page at the same time.

The interaction of users via the display of emotionally significantsymbols and actions, like fighting, kissing, etc.

Posting of messages a mong Internet surfers visiting the same web pageat different times.

Matching of Internet surfers based on dynamic parameters such as surfinghabits, consuming patterns, and demographics.

Matching of Internet surfers based on opt-in parameters pre-input by theuser (like interests, hobbies, sexual preferences, political sympathies,etc.)

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing brief description, as well as further objects, features,and advantages of the present invention will be understood morecompletely from the following detailed description of a presentlypreferred, but nonetheless illustrative, embodiment with reference beinghad to the accompanying drawings, in which:

FIG. 1 is a functional block diagram illustrating the data flow andcommunication among the various parties in accordance with a preferredembodiment of the method and system of the invention;

FIG. 2 is a flowchart illustrating the preferred log-on process;

FIG. 3 is a flowchart illustrating the preferred client side listenerprocess;

FIG. 4 is a flowchart illustrating the preferred server side listenerprocess;

FIG. 5 is a screen print of a preferred YACHNEE™ enabled work page;

FIG. 6 is a screen print of a web page of FIG. 5 after activation ofYACHNEE™; and

FIG. 7 is a schematic block diagram illustrating the preferredconfiguration of the YACHNEE™ environment on the Internet.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

FIG. 5 is a computer screen print illustrating a preferred YACHNEE™enabled Internet page. The page includes a YACHNEE™ icon 510, includingan area 512 that says “enter here.” Should the user double click on area512, code embedded in the Internet Page will place a call to theYACHNEE™ server. The YACHNEE™ server will download the YACHNEE™environment to the user, and it will handle all communications betweenusers on the same web page. This log-in process may be skipped and usersmay enter the Yachne chat without it—opt-in or not.

FIG. 6 is a computer screen print illustrating the web page 500 afterthe YACHNEE™ environment has been installed on the user's computer.Prior to this, the user has designed his avatar after which he ispresented with YACHNEE™ menu 600, his avatar 602 (the user's selectedscreen name is “jbl”), and an avatar representing each user on the sameweb page. In this example, only one additional user (“test user”) ispresent, and he is represented by the avatar 604.

Except for the orientation of the avatar 602, the user controls hisavatar by making use of the menu 600. Should the user wish to have theavatar speak, he can type a statement (e.g. “Hello!”) in the area 606and then click on the send area 608. The typed statement will thenappear in a bubble next to his avatar. The avatar may also besound-enabled in which case it would speak the typed statement. Byclicking on the appropriate icon in area 610, the user can change theappearance of his avatar to express different emotions. Also, he mayclick the box indicated as “private mode” to enter a private chat withanother user. In FIG. 6, the avatar 604 is ignoring the avatar 602. Auser may also control the position of his avatar by dragging it to anypoint on the screen, and he may control its attitude (the way it faces)with the arrows that appear at the bottom the avatar (e.g. avatar 602).

The YACHNEE™ environment permits users to gather on a webpage, wherethey are represented by their unique personas. The users may socialize,converse and express emotions through appropriate manipulation of theavatar. The user may exit the YACHNEE™ environment by exiting the menu600 in the usual manner (e.g. clicking on the x in the upper-right-handcorner).

FIG. 7 is a schematic block diagram illustrating the preferredconfiguration for using the YACHNEE™ environment on the Internet. Aplurality of users U and a plurality of content servers C are connectedto the Internet, which permits the users to communicate with the contentservers. At least one of the content servers is YACHNEE™ enabled andwill present a YACHNEE™ icon on its page. When the user clicks on thisicon, code provided on the page is executed, and a page is requested forthe user from the YACHNEE™ server Y. When this page is received, code onthe page executes, to install the YACHNEE™ environment, which includes achat with the users on the page. Thereafter, any communication relatedto YACHNEE™ operation is intercepted and handled by the YACHNEE™ server.

The presently preferred embodiment of the invention includes a serverside application and a client side agent. In this embodiment, the serverside application is written in Java, a programming language developed bySun Microsystems, which allows for the portability of the applicationand for its easy installation on a variety of platforms. This is done tofacilitate the implementation of YACHNEE™ in various environments,enabling the commercialization of licenses and ease of maintenance.

The client agent in its presently preferred form is programmed inActionScript, contained inside an. swf file. ActionScript and .swf are,respectively, a scripting language and a file format developed byMacromedia. The playback of such a file and the script code contained init require the presence of the Flash plug-in, also by Macromedia. TheFlash plug-in is widely available and has become a defacto standard forweb content authoring and distribution. It is for this reason that itwas chosen for this application.

Another reason for utilizing Flash on the client side, besides itscompactness and scripting capabilities, is its ability to become boththe container of the program logic and the enabler of the display of theAvatars. Flash, on most computers, allows for the control of the opacityof an object, to the extreme of complete transparency, permitting thesimulation of objects of all shapes and sizes floating over the content.This is what enables the Avatars to appear over the page and not alwaysbe rectangular. It is possible to create a similar effect using DHTMLand positioning bit map or vector images on layers controlled byscripting or another method. This can be used on occasions in which theclient computer is unable properly to display .swf files with thetranslucency information. U.S. Patent Application Publication No.US-2002-0052785-A1 and International Publication No. WO 02/21238 A2delve more deeply into these issues.

As described further below, with reference to FIG. 1, the client sideagent is delivered to the client's computer when he logs onto a webpage. Such web page includes an HTML tag pointing to the .swf filehosted in the YACHNEE™ server or any other web server. Upon download,the .swf file is executed by the web browser and initiates the log-onprocess with the YACHNEE™ application server.

Turning now to FIG. 1, communication 1 is a request for a web page madeby client #1 to the Web Content Server A. In response, Web ContentServer A delivers an HTML page to client #1 (communication 2). Onexecution of the HTML document, client #1 requests an .swf file from theYACHNEE™ Server B (communication 3). In communication 4, the .swf fileis transferred from YACHNEE™ server B to client #1, after which the .swffile is executed by the client's browser, resulting in a new chat clientbeing defined and communicated to the YACHNEE™ server (communication 5).Communications 6 and 6′ represent the server relaying the existence ofclient #1 to existing clients #2 and #3, after which a message is sentby client #1 (communication 7). Although the message is directed toclients #2 and #3, it is sent to YACHNEE™ server B. Communications 8 and8′ show the message from client #1 being passed on to all usersconnected to the YACHNEE™ server (clients #2 and #3).

If Client #1 changes its position on the web page (e.g. the user dragshis avatar to a new position), it sends a communication 9 to theYACHNEE™ Server B. The YACHNEE™ server updates the location of client #1and spreads the information to all other users, as shown incommunications 10 and 10′. When client #1 disconnects, a communication11 logs him out from the YACHNEE™ server and closes the connection. Incommunications 12 and 12′, the YACHNEE™ server then informs clients #2and #3 of the disconnection of client #1.

FIG. 2 is a flowchart illustrating the log-on process, for example, byclient #1. The process begins at block 200, followed at block 202 by therequest for an .swf file from the client to the server. The serverresponds at block 204, delivering the file to the client. The .swf fileis then executed at block 206, initiating the log on process with theuser being requested to choose an ID at Block 208. Once the ID isentered, the avatar is given a random screen location at block 210.

Control then transfers to block 220, where the “client listening”process 230 is activated, which listens continuously for incoming servermessages. Operation continues at block 212, where the user ID and theavatar's screen location are sent to the server. This message is pickedup by the “server listening” process 214, which listens continuously formessages from the clients.

After receiving the client message, the server side application checkswhether the name picked by the user has already been assigned to aprevious user (block 216). If it has, a message is sent back to the user(block 218) informing him, and the client listening process 230 detectsit (see FIG. 3, block 314). If the users name is not duplicated, theprocess continues at block 222, where the server checks whether thereare other users already logged in. If there are not, the processcontinues at block 224, where a new chat room is created. The processcontinues, either way, at block 226, where the user is added to the chatroom, followed, at block 28 by a message being sent to the clientaccepting it into the room and identifying the other clients in the chatroom. The client listening process 230 receives the message, and thelogin process ends, leaving the client listening process 230 running.

FIG. 3 is a flowchart illustrating the logic flow of the client sidelistening process, which begins at block 300, with the listener comingto attention. When a message is received, the client identifies the typeof message (block 302). If the message is “accepted” (test at block304), the process continues at block 306, where the CHAT application isenabled. Control then returns to block 300, where the process awaits anew message.

If the message is not accepted at block 304, operation continues atblock 308, where a test is made whether the message is “other.” If so,then operation continues at block 310, where the ID of the user sendingthe message is checked. If the sender is current user itself, controlreturns to block 300, where the process awaits a new message. If thesender is other than self, operation continues at block 312, where theappropriate avatar is instanced, after which control returns to block300, where the process awaits a new message.

If the message is not “other”, the test at block 308 causes operation tocontinue at block 314, where a test is made to determine if the messageis “duplicate.” If so, operation continues at block 316, where controlis transferred to the login process (FIG. 2, block 208), while thisprocess returns to block 300, where a new message is awaited. If thetest at block 318 indicates that the message is “exit”, the correctavatar is instanced (block 320) and removed (block 322). Control thenreturns to block 300, where the process awaits a new message.

If the test at block 318 indicates that the message is not “exit”, atblock 324, a test is performed to determine if the message is “new.” Ifso, the sender ID is checked (block 326) and, if it is itself, controlis transferred to block 300, where the process awaits a new message. Ifit is determined at block 326 that the ID is different than self, a newAvatar is instanced (block 328), and control returns to block 300, wherethe process awaits a new message.

If the test at block 324 indicates that the message is not “new”, a testis performed at block 330, to determine if the message is “SYSPROPNUM”(an indication that the corresponding user has modified an avatarproperty). If so, the sender ID is checked at block 332 and, if it isitself, control reverts to block 300, where process awaits a newmessage. If it is determined at block 332 that the ID is different thanself, the correct property is modified for the correct avatar (block334), and control returns to block 300, where the process awaits a newmessage.

If the test at block 330 indicates that the message is not “SYSPROPNUM”,a test is performed at block 336, to determine if the message is“numeric” (an indication that an avatar function has been performed bythe corresponding user). If so, the sender ID is checked at block 338and, if it is itself, control is transferred to block 300, where processawaits a new message. If it is determined at block 338 that the ID isdifferent than itself, the correct function is executed on the correctavatar (block 340), and control returns to block 300, where the processawaits a new message.

FIG. 4 is a flowchart illustrating the logic flow of the server sidelistening process. The process begins at block 400, where an actiontaken by a user (client #1, for example)triggers a message on the userside, which issentto the server (block 402). At block 404, the serverside application listens for messages from the users.

At block 406, a determination is made whether the message type receivedby the server is “disconnect” and, if so, the client is removed from theserver (block 408). Operation continues at block 410 where a check ismade for the presence of other users. If this is the last user in thegroup, the group is closed (block 412), and the process ends. Otherwise,the process continues at block 424, where the exit of the user isbroadcasted to all remaining users (received at block 426, for exampleby client #2). Control then transfers to block 404, where the servercontinues to listen for client messages.

If the test at block 406 indicates that the message is not “Disconnect”,a test is performed at block 414, to determine if the message type is“Error” and, if so, the client is removed from the server (block 408).Operation continues at block 410 where a check is made for the presenceof other users is checked. If this is the last user in the group, thegroup is closed (block 412), and the process ends. Otherwise, theprocess continues at block 424, where the exit of the user isbroadcasted to all remaining users (received at block 426). Control thentransfers to block 404, where the server continues to listen for clientmessages.

If the test at block 414 indicates that the message is not “Error”, atest is performed at block 416, to determine if the message type is“Sysnumprop”, and, if so, the properties database is updated (block 418)and the updated property of the user is broadcasted to all users atblock 424 and received at block 426. Control then transfers to block404, where the server continues to listen for client messages.

If the test at block 416, indicates that the message is not“Sysnumprop”, a test is performed at block 422, to determine if themessage type is “Location” and, If so, the location database is updated(block 422), and the updated location of the user is broadcasted to allusers at block 424 and received at block 426. Control then transfers toblock 404, where the server continues to listen for client messages.

If the test at block 420, indicates that the message is not “Location”,the message is broadcasted to all users at block 424 and received atblock 426. Control then transfers to b lock 404, where the servercontinues to listen for client messages.

Although preferred embodiments of the invention have been disclosed forillustrative purposes, those skilled in the art will appreciate thatmany additions, modifications and substitutions are possible, withoutdeparting from the scope and spirit of the invention. For example, thepreferred embodiment of the present invention provides for creating aspontaneous chat room over a web page. It would also be possible tocreate a forum (a chat room which does not close) by permitting acharacter to leave a message addressed to another character beforeexiting the chat room.

1. A method for enabling intercommunication among a plurality of users accessing the same Internet web page, each user accessing the Internet through a respective client computer, the web page operating on a content server computer, the method comprising the steps of, when a first user requests intercommunication service via a first client computer: sending from a control server to the first client computer a first signal which creates on the first client computer's display of the web page a resident animated character for which the first user controls the appearance, position, movement, and any multimedia output produced by the resident character; and sending from the control server to the first client computer a second signal which creates on the first client computer's display of the web page a visitor animated character which is entirely out of the first user's control, the control server controlling at least the appearance, position, movement, and any multimedia output produced by the visitor character in accordance with a signal received by the control server from a second client computer.
 2. The method of claim 1 wherein the first and second signals install first and second computer subprograms which are executed on the first user's presentation of the web page, the first computer subprogram including a login process which initiates the resident character and a client listening process which remains on the first client computer and responds to incoming signals from the control server.
 3. The method of claim 2 wherein the second signal creates a plurality of visitor characters, each controlled by the control server in accordance with a signal received from a different client computer.
 4. The method of claim 3 further comprising the step of operating a listening process on the control server which is responsive to a signal received from any client computer.
 5. The method of claim 4 further comprising, when the received signal is indicative of a change in appearance, position, movement, or any multimedia output produced by the character corresponding to one of the users, generating a control signal representing the change and sending the control signal to the client computers of the users other than the one user.
 6. The method of claim 5 wherein when one of the other users receives the control signal, that user's representation of the character corresponding to the one user is changed accordingly.
 7. The method of claim 6 wherein the control server opens a new chat room when an initial user requesting intercommunication enters a web page or when all existing chat rooms corresponding to the web page are full.
 8. The method of claim 7 wherein the control server adds a user requesting intercommunication to an existing chat room which is not full.
 9. The method of claim 8 wherein the control server closes a chat room when the last user remaining in the chat room exits therefrom.
 10. The method of claim 9 wherein the control server opens a private chat room upon the request of a plurality of the users.
 11. A control server for enabling intercommunication among a plurality of users accessing the same Internet web page, each user accessing the Internet through a respective client computer, the web page operating on a content server computer, the control server comprising, a signal generator responsive to the request of a first user via a first client computer for intercommunication service, said signal generator producing: a first signal sent to the first client computer which creates on the first client computer's display of the web page a resident animated character for which the first user controls the appearance, position, movement, and any multimedia output produced by the resident character; and a second signal sent to the first client computer which creates on the first client computer's display of the web page a visitor animated character which is entirely out of the first user's control, the control server controlling at least the appearance, position, movement, and any multimedia output produced by the visitor character in accordance with a signal received by the control server from a second client computer.
 12. The control server of claim 11 wherein the first and second signals are constructed to install first and second computer subprograms which are executed on the first user's presentation of the web page, the first computer subprogram including a login process which initiates the resident character and a client listening process which remains on the first client computer and responds to incoming signals from the control server.
 13. The control server of claim 12, wherein the second signal is constructed to create a plurality of visitor characters, each controlled by the control server in accordance with a signal received from a different client computer.
 14. The control server of claim 13 further comprising a listening processor on the control server which is responsive to a signal received from any client computer.
 15. The control server of claim 14 further comprising a control signal generator cooperating with the listening processor when the received signal is indicative of a change in appearance, position, movement, or any multimedia output produced by the character corresponding to one of the users, said control signal generator generating a control signal representing the change and sending the control signal to the client computers of the users other than the one user.
 16. The control server of claim 15 wherein the control signal is constructed so that when one of the other users receives the control signal, that user's representation of the character corresponding to the one user is changed accordingly.
 17. The control server of claim 16 further comprising a chat controller which opens a new chat room when an initial user requesting intercommunication enters a web page or when all existing chat rooms corresponding to the web page are full.
 18. The control server of claim 17 wherein the chat control is constructed to add a user requesting intercommunication to an existing chat room which is not full.
 19. The control server of claim 18 wherein the chat controller is constructed to close a chat room when the last user remaining in the chat room exits therefrom.
 20. The control server of claim 19 wherein the chat controller is constructed to open a private chat room upon the request of a plurality of the users.
 21. A method for enabling communication between users accessing a web page on a computer network, each user being connected to the network through a respective client computer using an operating system which produces multilayer window images on a computer screen, the web page operating on a content server computer connected to the network, said method comprising the steps of: creating at least one transparent layer over the display of the web page on the users' computers; introducing for each user each user an animated character object on the at least one transparent layer; providing code with each character permitting the corresponding user to control at least one of appearance, position, movement, and multimedia output produced by the respective character; providing a control server on the network which is in communication with the client computers and relays communications between them; whereby a chat room for the two users is created over the web page.
 22. The method of claim 21 wherein the character objects are objects in the Flash program.
 23. The method of claim 22 wherein the character objects are avatars.
 24. The method of claim 23 further comprising the step of creating a storage facility in which a character may leave a message for another character.
 25. The method of claim 24 wherein the communications relayed by the control server include at least one of: a user's modification of the appearance or position of his character; a user's movement of his character; and a user's creation of multimedia output through his character.
 26. The method of claim 1 wherein the second signal creates a plurality of visitor characters, each controlled by the control server in accordance with a signal received from a different client computer.
 27. The method of claim 1 further comprising the step of operating a listening process on the control server which is responsive to a signal received from any client computer.
 28. The method of claim 1 wherein the control server opens a new chat room when an initial user requesting intercommunication enters a web page or when all existing chat rooms corresponding to the web page are full.
 29. The method of claim 1 wherein the control server closes a chat room when the last user remaining in the chat room exits therefrom.
 30. The control server of claim 11, wherein the second signal is constructed to create a plurality of visitor characters, each controlled by the control server in accordance with a signal received from a different client computer.
 31. The control server of any of claim 11 further comprising a listening processor on the control server which is responsive to a signal received from any client computer.
 32. The control server of claim 11 further comprising a chat controller which opens a new chat room when an initial user requesting intercommunication enters a web page or when all existing chat rooms corresponding to the web page are full.
 33. The control server of claim 17 wherein the chat controller is constructed to close a chat room when the last user remaining in the chat room exits therefrom.
 34. The method of claims 21 further comprising the step of creating a storage facility in which a character may leave a message for another character.
 35. The method of claim 21 wherein the communications relayed by the control server include at least one of: a user's modification of the appearance or position of his character; a user's movement of his character; and a user's creation of multimedia output through his character.
 36. The method of claim 1 wherein the control server opens a private chat room upon the request of a plurality of the users.
 37. The control server of claim 11 wherein the chat controller is constructed to open a private chat room upon the request of a plurality of the users. 